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Hey Patrons!

I wanted to try something new today. I was interested in the current game design discourse surrounding God of War's chatty companions - and how they have a nasty habit of spoiling the game's puzzles. 

So I wanted to chip in and give my thoughts. But it usually takes a couple weeks to formulate and create a GMTK video. The discourse will have moved on by then!!

So I decided to try something different - a short, scrappy, less polished video that I'm calling "GMTK Mini". I actually wrote the script, recorded the voice, edited the footage, and uploaded it in a single day! Today!

Anyway, let's see how it goes. If it sucks and people hate it, I'll just remove it. Only one day wasted! But if it's okay, it's a format I'll be able to use (sparingly) in the future when I want to talk about something newsworthy.

Apologies for skipping the Patreon credits and early access on this one. The idea was to keep it short and release the video immediately. Hope that's okay. There should be another GMTK ep released in November with the usual Patreon stuff.

Anyhoo. Hope all is well, speak soon!

Mark

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GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit Players have complained that God of War's companions keep spoiling all the puzzles. Let's look into the reasons this might happen. === Before you watch === Disclosure: God of War Ragnarok review code provided by Sony. === Sources === [1] God Of War Ragnarok Companions Are Solving Puzzles A Little Too Quickly For Some Players | Gamespot https://www.gamespot.com/articles/how-to-stop-god-of-war-ragnarok-companions-from-solving-puzzles-for-you/1100-6509116/ [2] Playtesting 'God of War' | GDC on YouTube https://www.youtube.com/watch?v=Zr4u5Kf_CT4 [3] Zoid Kirsch | Twitter https://twitter.com/ZoidCTF/status/1591553432573579264 [4] Dishonored Interview: Arkane on stealth, AI, player choice and much more | Games.on.net https://web.archive.org/web/20130209043406/http://games.on.net/2012/09/dishonored-interview-arkane-on-stealth-ai-player-choice-and-much-more/ [5] God of War Sales Pass 23 Million Copies | IGN https://www.ign.com/articles/god-of-war-sales-pass-23-million-copies [6] Only 20% of players will finish Hitman: Absolution, reckons IO | Eurogamer https://www.eurogamer.net/only-20-percent-of-players-will-finish-hitman-absolution-reckons-io === Credits === Music by Lee Rosevere https://leerosevere.bandcamp.com

Comments

SHAMANWOLF 1594

Agreed with most that this was great. Informative...perspective...and good to chew on for those aspiring epic video game developers.

Cam

Loved this, Mark. I appreciate it as a super-polished commentary on the current state of the industry. It's quick to consume and encourages conversation through a more objective, educated lens. I hope you can make more of these!

Anonymous

This is such a fantastic idea for a video format, Mark! Even if, as a content creator, it can be frustrating that the videos you put the least work into might get the most views... :) As for the concept of the video itself, maybe the answer is that combat-based games don't really need puzzles, just as puzzle games don't need combat? I don't think Portal would've have been better had Chell been shooting robots in between puzzle-solving, and the janky Skyrim combat sections in The Forgotten City definitely didn't benefit that game. Maybe, in the end, the question is whether God of War's puzzle sections actually improve the experience or not...

Anonymous

Definitely keep them coming!

Anonymous

It's honestly really impressive you were able to manage this in a day. I was expecting something closer to a Youtube Short from the blurb. Game-wise: I haven't found the hints too annoying or disruptive. Most of the time I've figured out what I'm supposed to do and a companion will just restate it for me, which isn't super helpful and there's been a few times I've been stuck and wish they would say something more relevant. I think players are generally adverse to taking hints, but maybe if they made use of some of the context sensitive options, like how the blacksmiths give you a dialogue prompt when you're near them, might accomplish the same thing as providing a hint while allowing you to opt in and dressing it as interactive content.

Anonymous

I liked this little video. It's cool to be able to hear unique your voice in more current stuff, much though I like your usual, timeless analytical videos.

Edward Earl Newton

I dug it very much. It might be useful to have a specific thumbnail style for the minis, to help set expectations, but I think it's killer.

Josh Foreman

I really like this little bite sized video. I'm really feeling this one hard because we just got some ruff Consumer Insight footage of testers getting SO mad and frustrated in our game. As an empathetic person I want SO badly to fix everything; but budget, time, etc. all conspire to make this very difficult to do. One thing I've learned over the years is that being able to think about puzzles, observe the environment, and track the several other things that need to be tracked to play a game... that ability is actually fairly rare.

Anonymous

I don’t understand why games that run into this issue don’t just have a hint button you can press after a few minutes. That seems like the obvious solution to help people who are getting frustrated without ruining the puzzle for others.

Zachary Decent

Really like this format, it's more polished than I was expecting given your description!

Parachuting Turtle

This went deeper than I thought it would, in a good way! I think GMTK Mini is a great idea.

Tyghorn

Really enjoyed this format too. It is great to briefly talk about some interesting topic without the need for a deep research.